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I'm faced with the tough choice of whether to start a CC or a Shooty army(or a 50/50 mix? ) First things first. I've got already:
1.10 man tac squad (standard boxed set)
2.Blood Claw squad(without the SW stuff, fortunately. Wish I hadn't been so hasty buying this... )
So how do I expand to 1000pts? I'm planning for a Chaplain;what else?
I really wanted a shooty army with 3rd ed. But now, look at "Take the fight to them" and various traits...Stumped.
I'd go with assault...but then again I do play BA. All I can say is from playing Eldar, Necron, Imperial Guard and now BA that cc is the way to go. I think at the very least your army needs something near unbeatible in cc like a chaplain with an assault squad.
Thanks but wouldn't you get ripped apart by Nids, 311? But then shooty would lose to Tau...Originally posted by 311@Dec 16 2004, 147
I'd go with assault...but then again I do play BA. All I can say is from playing Eldar, Necron, Imperial Guard and now BA that cc is the way to go.[snapback]277256[/snapback]
Never mind. Chaplain, right? I'd sure get one.
Actually, you'd think otherwise, but i've seen 'nids get absolutely hammered by BA and SW. Even SM assault forces can lay down a sickening hail of fire. I've found them to be the most well-rounded forces out there when it comes down to beating the most opponents. Shooty will get you through some stuff, but you'll have a better chance if you can actually contend with those big, beefy CC units when they get to you, heh.
Sam Mills (1959-2005) and Mark Fields - Keep Pounding
Cry Cheese, And Let Loose The Wraithlords And Templar!
Cypher hit it right on the head. While all my squads have vet sgts and do a nice job in cc, each has a heavy weapon (usually a ML) and a special weapon (usually plasma). Combined with land speeders and the like and I can sit and shoot untill the time comes when I wanna get off my butt (usually when I can get an effective death company charge in). Honestly thats why I started BA, best of two worlds.
I would suggest an allround force. A shooty bit and an assault bit. I usually have a devastator squad or two and either a whirlwind or Vindicator. two or three tactical squads with missile launcher and plasma gun. I usually add a character with a jumppack and an Assault squad. (that is in 1500 points).Originally posted by chickenpowder@Dec 16 2004, 00:38
Thanks but wouldn't you get ripped apart by Nids, 311? But then shooty would lose to Tau...
Never mind. Chaplain, right? I'd sure get one.[snapback]277269[/snapback]
The key to success with SM that are based on UM rules is flexibility. I have roughly 5000 points of stuff to chose from. and I mainly play 1500 points battles. that means I can set up an army specifically for every opponent.
In addition I would like to say, that a shooty SM army will have very good chances to win against Tau. I did that more than once. Lascannons and Whirlwinds work rather nicely... It is a bit easier if you have 20+ assault marines, though
Shut up and play.
I play a shooty army with 1 or 2 effective CC squads. I find you only really run into a problem when you totally neglect one of the two. Space marines work best if you keep them moderatelly rounded.
As to what to buy next, I would definatelly go with a devastator squad. Tactically speaking, with what you already have in mind, a Devastator squad will offer you the most power and flexibility for the points.
As a second option I would reccomend bikes. Many people do not like them but they are an extremelly well rounded unit. Dont underestimate 5 TL bolters and 2 melta guns in rapid fire range. By the same token, they may not get a second attack in CC for an extra weapon but that 5 toughness will keep emm around for a turn or 2 longer. Add to that how mobile they are and the turbo-boosted 3+ invulnerable save (chaplain in artificer armor [2+ invulnerable (Y)] leading these guys is disgusting by the way) and you have, IMO, the most well rounded unit in the SM force.
Hope that helps.
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC
Since you already bought the blood claw pack you can get a sprue of jump packs and turn those 10 into assult marines(which is what I did as well). So you go buy a Chaplain and give him a jump pack...there, assault part taken care of.
Or get a commander to accompany those 9 in a rhino and bust it up the table.
The rest is up to you, personally I would get more CC orientated since you like take the fight to them. 70% of your force should be assaulty while the remaining 30% shooty. In 1000pts your shooty part would be a full tactical squad and a small devastator squad.
...and you will know my name is the lord, when I strike down my vengence upon thee...
The rest is up to you, personally I would get more CC orientated since you like take the fight to them. 70% of your force should be assaulty while the remaining 30% shooty. In 1000pts your shooty part would be a full tactical squad and a small devastator squad.[snapback]277871[/snapback][/quote]
So how's this:
30% shooty - Tac squad 8bolters, 1plas. gun, 1ML - 170pts
Dev squad 2 las., 1 ML, 2 bolters - 165 pts
Is that good enough for my shooty bit?
Bikes get +1A for 2 weapons just like every other trooper now. Problem is they dont have 2 weapons, but characters and vet sargs canBy the same token, they may not get a second attack in CC for an extra weapon but that 5 toughness will keep emm around for a turn or 2 longer. Add to that how mobile they are and the turbo-boosted 3+ invulnerable save (chaplain in artificer armor [2+ invulnerable ]